Tale of Crowns

The Codex of Laws

As decreed by the City Guard of Valdren

"Let it be known to all who dwell within these walls: the law is the shield of the innocent and the sword against the wicked. These edicts stand eternal, binding lord and peasant alike."

— Inscription above the Gates of Ashenhold

The following laws apply to all citizens, visitors, and travelers within the jurisdiction of any recognized settlement in Valdren. Ignorance of the law shall not be considered a valid defense. The City Guard reserves the right to detain, fine, or imprison any who violate these sacred edicts.

Understanding Punishments

Punishments are measured in warnings and jail time. Accumulating 3 warnings within a short period will result in immediate imprisonment. Jail sentences are served in the city dungeon, measured in seconds of real time. Repeat offenders face escalating sentences.

Article I

Public Conduct

Laws governing behavior, decorum, and presentation within city limits.

Section 1.1 Unrealistic Attire

Minor Offense

Citizens must dress in attire befitting the medieval realm. Garments that appear otherworldly, from distant futures, or that break the immersion of the realm are strictly forbidden within city walls.

Examples include: Modern clothing, glowing neon garments, anachronistic accessories, or any attire deemed "realm-breaking" by the City Guard.

1st Offense: Verbal Warning + Request to Change
2nd Offense: 1 Warning
3rd Offense: 60-120 seconds jail

Section 1.2 Harassment

Moderate Offense

No citizen shall engage in persistent unwanted contact, verbal abuse, following, or intimidation of another person. This includes but is not limited to: repeated unwanted communication, stalking, threats, or creating a hostile environment for others.

1st Offense: 1 Warning
2nd Offense: 120-180 seconds jail
Severe Cases: 300-600 seconds jail
Article II

Violence & Assault

Laws governing physical harm and violent acts against persons.

Section 2.1 Simple Assault

Moderate Offense

The striking, pushing, or otherwise causing physical harm to another citizen without lethal intent. This includes bar fights, scuffles, and unprovoked attacks that do not result in death.

1st Offense: 1 Warning + 60 seconds jail
2nd Offense: 120-180 seconds jail
Repeated: 240-360 seconds jail

Section 2.2 Murder

Severe Offense

The unlawful killing of another citizen. This is among the gravest crimes one can commit within the realm. Self-defense claims will be investigated by the City Guard.

Standard: 600-900 seconds jail
Premeditated: 900-1200 seconds jail
Repeat Killer: 1200-1500 seconds jail

Section 2.3 Mass Murder

Capital Offense

The killing of three or more citizens in a single incident or spree. This heinous act threatens the very fabric of civilized society and will be met with the harshest punishment available.

Standard: 1200-1500 seconds jail
Note: Maximum sentence applied immediately

Section 2.4 Murder of a City Guard

Capital Offense

The killing of any member of the City Guard, Royal Guard, or other lawfully appointed peace officer. Those who enforce the law are under the Crown's special protection, and attacks upon them are considered attacks upon the realm itself.

Standard: 1000-1500 seconds jail
Multiple Guards: 1500 seconds jail (maximum)
Article III

High Crimes

Crimes against the Crown, the realm, and the established order.

Section 3.1 Treason

Capital Offense

Any act that betrays the realm, its rulers, or aids enemies of the state. This includes: conspiring against the Crown, sharing military secrets with hostile forces, attempting to overthrow legitimate authority, or inciting rebellion against the established order.

Conspiracy: 900-1200 seconds jail
Active Treason: 1200-1500 seconds jail
Note: May result in exile or bounty placement

Section 3.2 Aiding and Abetting

Severe Offense

Any person who assists, harbors, or aids a known criminal in evading justice shall be considered complicit in their crimes. This includes: hiding fugitives, providing supplies to outlaws, warning criminals of City Guard movements, or helping destroy evidence.

Minor Crime Aided: 180-300 seconds jail
Serious Crime Aided: 480-720 seconds jail
Capital Crime Aided: 720-1200 seconds jail
Article IV

Theft & Trespass

Laws governing property crimes and unauthorized entry.

Section 4.1 Lockpicking

Moderate Offense

The possession of lockpicking tools with intent to use, or the act of picking any lock without authorization from the property owner.

Tool Possession: 1 Warning + Confiscation
Attempted Picking: 180-300 seconds jail
Successful Entry: 300-480 seconds jail

Section 4.2 Trespassing

Minor Offense

Entering private property, restricted areas, or secured locations without permission. This includes: private residences, guild halls without membership, military installations, and noble estates.

1st Offense: 1 Warning
2nd Offense: 60-120 seconds jail
Restricted Area: 180-360 seconds jail
Article V

Arcane Regulation

Laws governing the use of magic and supernatural abilities within city limits.

Magic is a privilege, not a right. The Arcane Council has decreed that all spellcasting within city walls must be done responsibly and with consideration for public safety.

Section 5.1 Magic Abuse

Severe Offense

The reckless, malicious, or negligent use of magical spells that endangers others, damages property, or disrupts the peace. This includes: casting offensive spells in populated areas, using magic to intimidate civilians, or any spellcasting that causes unintended harm.

Examples include: Casting fire spells near buildings, using fear or charm magic on unwilling targets, summoning creatures in marketplaces, or enchanting items without proper licensing.

Minor Abuse: 2 Warnings + 120 seconds jail
Causing Harm: 360-600 seconds jail
Causing Death: Treated as Murder (Section 2.2)

Section 5.2 Forbidden Magic

Capital Offense

Certain schools of magic are banned entirely within the realm. The practice of these arts is punishable regardless of intent or outcome.

Practice: 900-1500 seconds jail
Possession of Texts: 300-600 seconds jail
Article VI

Commerce & Trade

Laws governing merchant activity, shop placement, and fair trade practices.

Section 6.1 Shop Placement Violations

Minor Offense

Merchants operating shop crates must place them in designated market areas or with proper spacing to ensure free movement throughout the city. Shop crates may not be placed in locations that impede the flow of traffic or access to buildings.

Prohibited locations include: Doorways, gate arches, narrow corridors, stairwells, bridge crossings, or within 5 paces of any entrance.

1st Offense: Verbal Warning + Crate Removal
2nd Offense: 1 Warning + Crate Confiscated
3rd Offense: 120-180 seconds jail

Section 6.2 Blocking Entranceways

Moderate Offense

No citizen shall intentionally block, barricade, or obstruct any public doorway, gate, or passage with their body, mount, vehicle, or merchandise. Free movement within the city is a fundamental right of all citizens.

Accidental: Verbal Warning
Intentional: 1 Warning
Repeated/Malicious: 120-240 seconds jail

Section 6.3 Blocking Players

Moderate Offense

Intentionally using one's person, companions, mounts, or objects to trap, corner, or prevent another citizen from moving freely is strictly forbidden. This includes body-blocking in combat situations outside of lawful duels or sanctioned conflicts.

1st Offense: 1 Warning
2nd Offense: 120-180 seconds jail
Trapping with intent: 240-360 seconds jail
Article VII

Obstruction of Justice

Laws regarding interference with the City Guard and the legal process.

Section 7.1 Evading Arrest

Severe Offense

When lawfully commanded to halt by a member of the City Guard, all citizens must comply. Fleeing from arrest, resisting detention, or attempting to escape custody adds additional charges to any existing crimes.

Fleeing on Foot: +180-300 seconds to sentence
Fleeing on Mount: +300-480 seconds to sentence
Resisting with Force: +480-720 seconds to sentence

Section 7.2 Escape from Custody

Severe Offense

Any prisoner who escapes or attempts to escape from the city dungeon, holding cell, or lawful custody of the City Guard shall face additional punishment upon recapture.

Attempted Escape: +300-420 seconds to sentence
Successful Escape: Original sentence doubled (max 1500)

Section 7.3 Interfering with the City Guard

Moderate Offense

No citizen shall interfere with a guard performing their lawful duties. This includes: blocking a guard's path during pursuit, providing false information to misdirect investigations, or warning criminals of incoming City Guard patrols.

Minor Interference: 1-2 Warnings
Active Obstruction: 180-300 seconds jail
Aiding Escape: 300-600 seconds jail
Appendix

Punishment Reference Guide

A summary of the punishment system and sentencing guidelines.

The Warning System

Minor offenses typically result in warnings before jail time is issued. The warning system works as follows:

  • 1 Warning: Formal notice recorded by the City Guard
  • 2 Warnings: Final warning before imprisonment
  • 3 Warnings: Immediate arrest and minimum 60 second detention

Warnings decay over time. Good behavior allows previous warnings to be cleared from your record.

Jail Time Reference

60-120 seconds Minor offenses, first-time infractions
120-300 seconds Moderate offenses, repeat minor crimes
300-600 seconds Serious offenses, significant harm caused
600-900 seconds Severe crimes including standard murder
900-1200 seconds Capital offenses, treason, guard murder
1200-1500 seconds Most severe crimes, mass murder, active treason

Severity Classifications

Minor

Infractions that cause minimal harm. Usually handled with warnings first.

Moderate

Offenses causing notable disruption or harm. May result in immediate short detention.

Severe

Serious crimes causing significant harm. Always results in imprisonment.

Capital

The gravest offenses against the realm. Maximum sentences applied.

Justice is the foundation upon which civilization stands.

Abide by the law,

and the law shall protect you.